At Chi Greece 2025 Conference, Session 2 – HCI and Games I & II themes highlighted the latest developments at its intersection Human-Computer Definition (HCI) and the video game industry. Presentations have covered innovative applications, such as the use of artificial intelligence and motion capture to create more “human” digital characters, as well as the utilization of gaming in education and cultural heritage.
The first section focused on new technological approaches to the analysis and enrichment of the player’s experience. Research team presented the use of Motion Capture technology for the analysis and performance of personality characteristics in digital characters. With cutting -edge equipment, such as the Rokoko Smartsuit Pro V2 and the Rokoko Smart Gloves, movements were evaluated by participants, highlighting correlations between movements and features such as extroversion and neuroticism. The purpose of the research is to humanize the non-human characters in games and animation.
Then there was an innovative method for creating Non-Player Characters (NPCS) dynamics using artificial intelligence. Through the original game “Down the Rabbit Hole” at Unreal Engine 5.3 and utilizing Openai’s API, the NPC “Alice” can learn from the player’s interactions and strongly adjust her answers. The players positively evaluated the realistic conversation, although challenges have arisen for those who prefer more structured goals.
In addition, the use of Minecraft was presented in architectural education and the enhancement of cultural consciousness. Children aged 8-12, under the “Little Guides” program, worked on the digital reconstruction of Ermoupolis buildings, enhancing the understanding of complex architectural concepts and critical thinking.
Social interaction and narrative techniques in video games
The second section focused on the social dimensions of gaming and the narrative techniques that shape the player’s experience. A study was presented on the creation of social experiences in museums through asymmetric augmented reality (XR). This model encourages the collaborative discovery of meaning, turning the visit into active social experience.
An analysis of focalization on video games and how to present the narrative information to the player was followed. Through examples, it has been highlighted how design choices in the game’s mechanics and camera influence perception and emotional involvement.
The section was completed with a live coding demonstration on the Open-Source game machine. Participants could modify the game code in real -time, affecting graphics, sound and character movement. This approach combines programming with performance, proposing a new form of digital art.
Chi Greece 2025 session 2 highlighted the transition of the industry beyond entertainment, to the creation of dynamic, personalized and socially sensitized experiences. The integration of technologies such as the AIthe Xr And Motion Capture radically changes interaction and narrative in games. Presentations have highlighted the tendency to anthropocentric planning, collaborative creation and utilization of games as tools for education, art and enhancing cultural consciousness, paving new paths for HCI’s future in games.
Source :Skai
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